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rdtr

11
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1
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A member registered Jun 07, 2020 · View creator page →

Creator of

Recent community posts

I was afraid of not making it too hard. good to know it could have been a bit harder to win.

Hey thanks for the feedback!

I had this idea some time ago, it was more in depth but I shrunk it down to fit the theme of the jam.

Yes he does, there is a message about it when it happens (after too many questions)
But with the small UI and lots of text, it's easy to miss the message if some other event takes place.

Hey thanks for the feedback!There is some music but it doesn't play all the time.

Hey thanks a lot!
Yes good point about color blindness, did not occur to me with all the different, and very similar colors.

You did a great job at polishing this, really nice!

Hey, thanks for the feedback! 

Yes, if the group is small enough, after the killer strikes,  you could even try your luck at killing the whole group quickly to also get the killer.

Sacrifices for the greater good.

Really nice game.

I like the effects, they look good even in such tiny resolution.
Also the wall climbing mechanic was a nice surprise.

Hey, thanks for the constructive comment, much appreciate it!

There is a whole lying/misremembering system but I turned it off because I thought it would confuse people with the limited info available in 64x64.

Just in case someone has this problem, it has to do with the render camera.
It also breaks some other things like onMouseDown() not working or screen to world point/viewport whatever bring back unusable coordinates.

Using the simple method, without lighting support(1 main camera + pixel perfect camera attached to it), gets rid of all these problems.

Hey, First of all thanks for this great tutorial.

Quick question, I have some simple lines in my game, but when they are in certain positions they either do not render at all or render at a different scale, is there anything that can be done about it or this is just normal for such implementation?